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Emita City - Arma2CO Island

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Emita City version 1.12

I'm now releasing Emita City v1.12

Emita City is a 5x5km island.

It started out as a project intended as a training ground for MOUT.

But as I learned how to use the mod tools, I wanted to create a full island instead.

It contains a city that is approximatly twice the size of Zargabad.

The city is surrounded by a long coast to the north and flat agricultural areas to the south.

In the middle of the map there is a small civilian airfield.

There's been alot of polishing of the map.

Unfortunatly I have very limited time for Arma2,

so there's not as many fixes and improvements as I would have liked to see.

But, it's not the last update to come!

Some of the changes:

v1.12

-Fixed missing textures.

-Removed some stray buildings.

v1.1

-Improved support for the Ambient Combat Module.

-Improved the airfield.

-Added some proper textures to parkinglots and inside the warehouses.

-Fixed the cutsom objects so you can't shoot through them.

-Remade some of the city center.

-Added more highrises in the southwest city.

-Added new village, Kirseberg.

-Added a new custom highrise.

-Improved config-file, thanks PvPscene!

-Added more vegetation to the city.

Known bugs:

-AI can't use the hotel and custom highrise.

-At some places the beton and forest groundtextures mix up.

-You can fall through the carrier in the east harbour.

I haven't managed to get the AI paths to work inside my custom buildings yet,

but as sonn as I manage there will be a hotfix or an update.

Then there will probably also be more custom buildings!

123azh.jpg

223ay.jpg

Credits:

Pathetic_Berserker: for letting me include his fantastic stadium in Emita! Awesome!

Leimboy: for textures on billboards and shops! Thanks mate!!

332 Viking Squad: testing! Salute!

PvPscene: Help with configuration file.

I appreciate all feedback I can get to make Emita as awesome as possible!

There shouldn't be any performance issues, but let me know if there is.

Enjoy guys!

Download: http://www.gamefront.com/files/21288920/emita_v1_12.rar

Edited by bracer
  • Like 1

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Oh, man, what a nice surprise!

I gave the city a whirl, and from first impressions, everything runs smoothly- no really serious lag spikes, aside from a few hiccups upon first load, no error messages, and the loadtimes aren't TOO atrocious. Anything else is a product of my crappy graphics card. (which is soon to be replaced anyways. Helloooo, GTX 560 TI...)

The city itself is gorgeous, really well laid out, and it's quite clear where all the time and attention went in the making of it. I love the little touches like the billboards and signs; really feels like a "lived in" place, which is hard to do in ANY medium. All in all, it's a wonderful town!

Also sorta reminds me of an... Eastern European San Diego, with the military ports and layout and such, which is a big plus, as it's one of my favorite cities around.

(and as an added bonus- far fewer hobos!)

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Thanks for the feedback!

I'm glad it runs well!

Unfortunatly I had to push out the release abit early since I'm going on a small trip abroad this week.

So have some patience with the low quality of the ground textures and satellite image,

and it will be improved asap!

Enjoy the city!

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Honestly, I didn't even notice the satmap and ground textures until you mentioned them! XD

And believe me, I will! You've got my endorsement, whatever it's worth, and expect some screenshots when I'm... not busy or lazy. YEAH!

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Amazing map bracer, really good layout of the town.

Runs very smoothly without any errors so far after a littlebird run around the area.

Congrats on the release! :)

RPT log:

=====================================================================
== D:\Steam\SteamApps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe
== "D:\Steam\SteamApps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe" "-mod=D:\Steam\SteamApps\common\arma 2;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;d:\steam\steamapps\common\arma 2\@cba;d:\steam\steamapps\common\arma 2\@bracer" "-name=Bullet Purveyor1" -window 
=====================================================================
Exe timestamp: 2011/10/18 04:07:07
Current time:  2011/10/25 04:13:39

Version 1.59.85510
Item str_disp_server_control listed twice
[77,29.888,0,"XEH: PreInit Started. v3.0.6"]
[77,29.965,0,"MISSINIT","intro","Desert_E",false,true,false]
[77,30.676,0,"XEH: PreInit Finished"]
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02
[157,38.044,0,"XEH: VehicleCrewInit: 14"]
[161,46.478,0.267,"XEH: PostInit Started"]
[161,46.682,0.267,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,3,148],-1]],[[0,0,0],0]]]
[161,46.698,0.267,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]
bra_obj\garaz_s_tankem.p3d: house, config class missing
bra_obj\ammostore2.p3d: house, config class missing
ca\data\library\roadbarrier_light.p3d: house, config class missing
ca\data\library\roadbarrier_light.p3d: house, config class missing
ca\data\library\roadbarrier_light.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
[3410,99.956,0,"XEH: PreInit Started. v3.0.6"]
[3410,99.997,0,"MISSINIT","","testmap6",false,true,false]
[3410,100.462,0,"XEH: PreInit Finished"]
bra_obj\garaz_s_tankem.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
bra_obj\sara_domek05.p3d: house, config class missing
[3410,102.514,0,"XEH: VehicleCrewInit: 1"]
[3983,108.076,0,"XEH: PostInit Started"]
[3983,108.105,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,3,148],-1]],[[0,0,0],0]]]
[3983,108.109,0,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\skola.p3d: house, config class missing
bra_obj\sara_domek05.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
bra_obj\orlhot.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\sara_domek05.p3d: house, config class missing
bra_obj\orlhot.p3d: house, config class missing
bra_obj\orlhot.p3d: house, config class missing
bra_obj\sara_domek05.p3d: house, config class missing
bra_obj\skola.p3d: house, config class missing
bra_obj\sara_zluty_statek_in.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\sara_domek05.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\tovarna1.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\tovarna1.p3d: house, config class missing
bra_obj\garaz_s_tankem.p3d: house, config class missing
bra_obj\sara_zluty_statek_in.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\sara_zluty_statek_in.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\hotel.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\sara_zluty_statek_in.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\data\library\roadbarrier_light.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
bra_obj\skola.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\dum_istan2_02.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\hotel.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
bra_obj\dum_istan4_big_inverse.p3d: house, config class missing
bra_obj\dum_istan4_big_inverse.p3d: house, config class missing
ca\buildings\posed.p3d: house, config class missing
bra_obj\hotel_riviera1.p3d: house, config class missing
bra_obj\hotel_riviera1.p3d: house, config class missing
bra_obj\dum_istan2_02.p3d: house, config class missing
bra_obj\dum_istan4_big_inverse.p3d: house, config class missing
bra_obj\dum_istan4_big_inverse.p3d: house, config class missing
bra_obj\dum_istan4_big_inverse.p3d: house, config class missing
bra_obj\dum_istan4_big_inverse.p3d: house, config class missing
bra_obj\hotel_riviera1.p3d: house, config class missing
bra_obj\dum_istan4_big_inverse.p3d: house, config class missing
bra_obj\hotel_riviera1.p3d: house, config class missing
ca\buildings\posed.p3d: house, config class missing
ca\buildings\posed.p3d: house, config class missing
Warning: Unaccessible ladder point for AI (already used for actionend3) in ca\structures_e\housec\house_c_1_dam_ep1.p3d
Warning: Unaccessible ladder point for AI (already used for actionend3) in ca\structures_e\housec\house_c_1_v2_dam_ep1.p3d
ca\misc\houpacka.p3d: house, config class missing
ca\misc\piskoviste.p3d: house, config class missing
ca\misc_e\misc_cargo4d_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo3ao_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo3bo_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo4e_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo4c_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo4b_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo3b_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo3c_ep1.p3d: house, config class missing
ca\misc_e\misc_cargo3d_ep1.p3d: house, config class missing
ca\misc3\camonet_east_var1.p3d: house, config class missing

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Amazing map bracer, really good layout of the town.

Runs very smoothly without any errors so far after a littlebird run around the area.

Congrats on the release! :)

Appreciated!! Glad to hear!

I'll have a look at the errors.

Thanks for informing me!

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Needs much more grass (chernarussian level coverage I'd say). Right now it's like playing with grass detail on very low.

Needs bushes, bushes and again bushes (almost none in and around the city). And more trees (also rotate them because some trees are facing the same direction and it looks artificial)

Also not sure about birches and pine trees growing very close together

Otherwise the city looks quite authentic

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Thanks for the feedback!

Needs much more grass (chernarussian level coverage I'd say). Right now it's like playing with grass detail on very low.

Needs bushes, bushes and again bushes (almost none in and around the city). And more trees (also rotate them because some trees are facing the same direction and it looks artificial)

Yes it does.

But I also want it to be playable, therefor being careful when adding too much plants for the first release.

I'm guessing that it performs well for you then?

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Yeah I have a good framerate with 3km VD and my system is not top notch

Testing AI pathfinding now:

First issue (apart from bridges, but maybe that's a BIS thing)

Try placing an AI commanded convoy at 022-020 on the left lane and order it to ride in column up to bridges to the north - it will change the road for no reason instead of driving straight.

Same goes if you'll do it vice versa - from 022-016 to the south on the same lane.

Maybe it's BIS pathfinding but just in case

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Many thanks for the effort mate, fantastic job. Aholic informed. :)

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Hey bracer, congrats on the release. Taken a bit of a fly around and some night driving and have to say I'm impressed. Realy like finding little scenes like the wrecked train tunnel that seem already to tell a story. Also glad of the more uncomprimising features such as the bridges and dual roadways, the AI will hate it, but it adds heaps of character. Not that I play it but I can see this being an unsupased 'City Life' map.

Only crit I could find so far are that I think your use of the blue hotel from ArmA1 looks a liitle odd. I'd suggest making them the complete half circle as they were placed on Sahrani, having the main stair landing and baulastrades canteliever out the way they are is a little disturbing.But still great to see them again.

As for the clutter, it actualy felt good in the urban areas, but I'd agree with metalcraze that it needs some more bush, and denser clutter out side the city. Though I wouldn't quite go Chenarus levels.

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Very great to see, homie! :D Congratulations on the release. This map rocks! Keep it up!

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Very nice map,Zargabad looks like a crappy village compared to the scale of this.Really liked the destroyed east district,the harbour area,the damaged buildings in the rest of the city that showed this was a warzone.Basically it's a well made city.

Btw the villa near the big lake was a nice touch.:)

There were also a few things that seemed kinda weird to me,the whole bunch of International Hotels all around the city and the Small Persia area.

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I like this island very very much and its FPS friendly. I just had a fight outside the stadium and it was an amazing feeling. Thank you so much for this fantastic map :)

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Congratulations on the release! I've been looking forward to this one and I must say it doesn't dissapoint.

The detail is brilliant and the layout of the city will make for some great firefights. I also think it's good that you've included a decent countryside beyond the city and the airport is very believable as a City Airport.

It's also good that there are hardpoints and tactically valuable areas within the city such as the Police Station and Stadium.

I think a few more blocks like the one east of Central Park would help add a sense of history to that specific region of the city, as well as creating an area of intense firefights.

With the railway lines running through the city, I think a large perhaps even grand station or terminal would really complement the inner city area. Smaller stations on lines running through suburban areas could make good points of interest too.

As for suburban areas, I think it would really add to the sense of increasing density between the countryside and city limits if the suburbs were a little larger, particularly at South District and the area south of Little Scania in the valley beneath 'Bracer's Chillout' (nice spot by the way).

Industrial facilities like the ones south of Monikute (a great town) and South District could do with some concrete texture on the ground within their walls rather than grass.

A few more small villages or hamlets, tight groupings of a handful of houses (occasional pub/shop/church) at certain points on roads, particularly crossroads, in the countryside would really add to the environment and provide more points of tactical interest.

Finally, simple bocage (hedges and tree copse) marking out fields and meadows on some plains would help add more variety and realism to the countryside, as well as providing some relief for infantry.

Sorry for prattling on, but I hope some part of my feedback is useful to you.;)

Emita is a great map, well done!

Edited by .Taffy

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Thank you for a fantastic city and surroundings, the Arena is a real show stopper..

Got to explore more yet...

Great work..

.

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So far I'm in love with the map. One of the best to date, for sure. Still have to spend more time exploring, but everything looks great.

My only nitpick is the C-130 crash site, would it be possible to have the trail come in from that long-ish street off to the... east? (I think it's the east) The way it is now makes it appear as if it crashed straight into the church, and then just appeared out the other side to cause that gouge in the ground.

P.S. - There's one building that amazes and intrigues me, what with how you made it out of existing objects and what it's purpose is. I'll try and upload a screenshot of the one I mean.

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Very nice map mate. I really like the layout, its very realistic.

I'm usually opposed to masses of burnt out buildings but you've done it in a way that feels like they were once standing proud lol

Maybe seal the entire grounds outside the stadium is my only suggestion atm, but I'm sure judging by the rest of it that you already intend to ;)

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Nice job man. I especially like A1 hotels that I have included in my latest work, too ;)

Its a big town, very nice for objective coop missions.

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I tested the island again and created a mission with 100 AIs and all I want to say FANTASTIC. This might be one of the best islands ever.

Just imagine when the final release comes :)

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Thanks for all the nice comments, constructive ideas and thought!

And a big thank you Jeza, Foxhound, Sickboy and Old Bear for the mirrors and adding them to your webpages!

I will take time to go through all your comments and ideas during next week when I return from my trip.

But I'm very happy to hear that he map works well in many aspects!

Fore most I'm happy that there's no problems performance wise,

which leaves me alot of room to increase the overall detail level of the map!!

Awesome!!

Thanks again for all the responses, I'm glad you enjoy the map!

And I will answer to specific questions and ideas when I get home to my own computer with the game at hand.

Cheers!!

---------- Post added at 02:41 PM ---------- Previous post was at 02:38 PM ----------

Edit; Oh, and I hope to find some nice missions for me to play when I get home from vacation! :)

I'm not very skilled with the editor myself.

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